﻿using UnityEngine;

namespace NpcFramework
{

    [System.Serializable]
    public class NpcBrithPointData
    {
        public int Index;
        public Vector3 Position;
        public Vector3 Forward;
        public string BTreePath;
        [Header("是否随机NPC")]
        public bool IsRandom = true;
        [Header("指定一个模型ID")]
        public int ModelId = -1;
        [Header("勾上根据出生点位置删除NPC,不选根据npc实际位置删除npc")] 
        public bool IsDeleteByView;
        [Header("指定一个路径ID")] 
        public int WayId;
        [Header("是否是车辆出生点")] 
        public bool IsCarBorn;
        [Header("固定点npc播放的动画名称")]
        public string PlayAnimName;
        public int[] ChildBirthPoint;
        public SceneObjType ObjType;
        [Header("npc组ID")]
        public int GroupId;
        [Header("触发范围")]
        public Vector3 TriggerSize;
        [Header("事件名称")]
        public string EventName;
        [Header("事件主角位置")]
        public Vector3 TriggerPosition;
        [Header("事件主角位置")]
        public Vector3 TriggerForward;

        public float NpcBornProbability = 100;
        public string RootName;
        [Header("触发事件")]
        public int EventId;

        public bool IsNpcEvent;

        // 生成时检测是否有其它物体阻挡参数
        public Vector3 checkCenter = Vector3.zero;
        public Vector3 checkSize = Vector3.zero; 
    }
}
